Heyo
First and all, great job on expanding upon the Spine shaders in Unity. One day they were just in there and they are reaaaaally cool. Happy surprise!
Secondly though, I found an issue with using the Pixel-lit function in Unity together with transparency. In Spine I have a sprite panel that is animated to show it getting heated up. To simulate the up-heating I keep an Orange layer hidden in setup. At animation start I turn it visible and at the same time apply 0 slot opacity. At animation end the opacity is higher. Playing the animation the panel looks like it is getting warmer by getting more orange.
But Unity does not really like this combo. At animation start the orange layer is displayed at full setup opacity. Then for a couple of frames it goes down in opacity to match the real animation values for color alpha. Once it does the animation proceeds as expected.
The version I am running right now is 3.5.43. I looked through the changelog however and no mention was made of this specific problem.